Documentation
Livery & Texture Basics
Multi-layer liveries, DDS formats, and the YTD pipeline.
GTA5 vehicles support multi-layer liveries through the YTD texture dictionary system. Each texture slot in the YTD corresponds to a layer that can be independently colored or replaced. The base workflow is:
- 1Export the UV template from UV Studio to get a 1:1 map of the model's surface.
- 2Open the UV template in Photoshop or similar. Paint your livery on separate layers.
- 3Export each layer as a DDS (BC3/DXT5 for alpha, BC1/DXT1 for opaque).
- 4Use OpenIV to pack the DDS files into the vehicle's YTD.
- 5Preview the result in Paint Booth before deploying.
| DDS format | Use case |
|---|---|
| BC1 / DXT1 | Opaque textures, no transparency needed. Smallest file size. |
| BC3 / DXT5 | Textures with full alpha channel (decals, glass, livery overlays). |
| BC7 | Higher quality alternative to DXT5. Larger files, better gradients. |
Frequently asked questions
What DDS format should a FiveM livery use?
Use BC3/DXT5 for anything with transparency (decals, livery overlays), BC1/DXT1 for fully opaque textures (smallest size), or BC7 when you need higher-quality gradients at a larger file size.
Do livery textures have to be a power of two?
Yes — 512, 1024, 2048, or 4096 px squares. Non-power-of-two textures cause rendering glitches in-game, so always size your canvas accordingly.
How do I get a template to paint my livery on?
Export a UV template from UV Studio to get a 1:1 map of the model's surface, paint the livery over it on separate layers in Photoshop, then export each layer to DDS and pack it into the YTD.
How do I preview a livery before deploying it?
Load your textures in Paint Booth to see the livery on the 3D model in real time — no in-game reload — before packing the final YTD.
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